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	<title>IndustryBroadcast &#187; Audio Articles</title>
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	<link>http://www.industrybroadcast.com</link>
	<description>Bringing the Collective Insight of the Gaming Industry to your ears</description>
	<lastBuildDate>Fri, 03 Sep 2010 11:59:08 +0000</lastBuildDate>
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	<copyright>2010 </copyright>
	<managingEditor>ryan@industrybroadcast.com (RyanW)</managingEditor>
	<webMaster>ryan@industrybroadcast.com (RyanW)</webMaster>
	<category>Video Game Industry</category>
	<ttl>1440</ttl>
	<image>
		<url>http://industrybroadcast.com/images/ib_logo144x144.jpg</url>
		<title>IndustryBroadcast &#187; Audio Articles</title>
		<link>http://www.industrybroadcast.com</link>
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	<itunes:subtitle>Industrybroadcast.com - Bringing the Collective Insight of the Gaming Industry to your Ears</itunes:subtitle>
	<itunes:summary>Bringing the Collective Insight of the Gaming Industry to your ears</itunes:summary>
	<itunes:keywords>Video Game, Video Game Industry, Game developer, Game designer, video game producer, video game manager, game education, video game studio</itunes:keywords>
	<itunes:category text="Technology">
		<itunes:category text="Software How-To" />
	</itunes:category>
	<itunes:category text="Games &#38; Hobbies">
		<itunes:category text="Video Games" />
	</itunes:category>
	<itunes:category text="Business" />
	<itunes:author>RyanW</itunes:author>
	<itunes:owner>
		<itunes:name>RyanW</itunes:name>
		<itunes:email>ryan@industrybroadcast.com</itunes:email>
	</itunes:owner>
	<itunes:block>no</itunes:block>
	<itunes:explicit>no</itunes:explicit>
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		<item>
		<title>Audio Article #002: Books are Good</title>
		<link>http://www.industrybroadcast.com/2010/09/03/audio-article-002-books-are-good/</link>
		<comments>http://www.industrybroadcast.com/2010/09/03/audio-article-002-books-are-good/#comments</comments>
		<pubDate>Fri, 03 Sep 2010 11:59:08 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Management]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[Jamie Fristrom]]></category>
		<category><![CDATA[torpex games]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=607</guid>
		<description><![CDATA[Books are an essential part of learning how to become better at what you do without having to learn things the hard way, but they can also be misleading.  In this article we go over some of the lessons learned about avoiding being misled as well as some great suggestions on books that every Game [...]]]></description>
			<content:encoded><![CDATA[<p>Books are an essential part of learning how to become better at what  you do without having to learn things the hard way, but they can also be  misleading.  In this article we go over some of the lessons learned  about avoiding being misled as well as some great suggestions on books  that every Game Developer should have in their bookshelf.</p>
<h2><strong>Title:  &#8216;Books are Good&#8217; </strong></h2>
<h2><strong>Written  by: Jamie Fristrom (<a target="_blank" href="http://www.gamedevblog.com" target="_blank">www.gamedevblog.com</a>) </strong></h2>
<h2><strong><em>Re-</em>Read  aloud by: Ryan Wiancko on September 2nd 2010<br />
</strong></h2>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Books are an essential part of learning how to become better at what  you do without having to learn things the hard way, but ...</itunes:subtitle>
		<itunes:summary>Books are an essential part of learning how to become better at what  you do without having to learn things the hard way, but they can also be  misleading.  In this article we go over some of the lessons learned  about avoiding being misled as well as some great suggestions on books  that every Game Developer should have in their bookshelf.
Title:  'Books are Good' 
Written  by: Jamie Fristrom (www.gamedevblog.com) 
Re-Read  aloud by: Ryan Wiancko on September 2nd 2010
</itunes:summary>
		<itunes:keywords>Management</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
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		<item>
		<title>Audio Article #1: Production Testing and Bug Tracking</title>
		<link>http://www.industrybroadcast.com/2010/09/02/audio-article-1-production-testing-and-bug-tracking-2/</link>
		<comments>http://www.industrybroadcast.com/2010/09/02/audio-article-1-production-testing-and-bug-tracking-2/#comments</comments>
		<pubDate>Thu, 02 Sep 2010 22:58:30 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Management]]></category>
		<category><![CDATA[beta]]></category>
		<category><![CDATA[bug testing]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[tracking]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=594</guid>
		<description><![CDATA[IndustryBroadcast.com&#8217;s Premier Audio Article. In this Article we go over ideas and suggestions for streamlining the way you structure your bug testing in order to stop problems early and prevent your development cycle from turning into &#8216;a living hell&#8217; Title: &#8216;Production Testing and Bug Tracking&#8217; Written by: Jamie Fristrom (www.gamedevblog.com) ReRead aloud by: Ryan Wiancko [...]]]></description>
			<content:encoded><![CDATA[<p>IndustryBroadcast.com&#8217;s Premier Audio Article.  In this Article we go over ideas and suggestions for streamlining the way you structure your bug testing in order to stop problems early and prevent your development cycle from turning into &#8216;a living hell&#8217;</p>
<h2><span style="color: #999999;"><strong>Title: &#8216;Production Testing and Bug Tracking&#8217; </strong></span></h2>
<h2><span style="color: #999999;"><strong>Written by: Jamie Fristrom (www.gamedevblog.com) </strong></span></h2>
<h2><span style="color: #999999;"><strong>ReRead aloud by: Ryan Wiancko on Sept 2nd, 2010</strong></span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2010/09/02/audio-article-1-production-testing-and-bug-tracking-2/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
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		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>IndustryBroadcast.com's Premier Audio Article.  In this Article we go over ideas and suggestions for streamlining the way you structure your bug testing in order ...</itunes:subtitle>
		<itunes:summary>IndustryBroadcast.com's Premier Audio Article.  In this Article we go over ideas and suggestions for streamlining the way you structure your bug testing in order to stop problems early and prevent your development cycle from turning into 'a living hell'
Title: 'Production Testing and Bug Tracking' 
Written by: Jamie Fristrom (www.gamedevblog.com) 
ReRead aloud by: Ryan Wiancko on Sept 2nd, 2010</itunes:summary>
		<itunes:keywords>Management</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Come on Come all &#8211; IB is Back in Business!</title>
		<link>http://www.industrybroadcast.com/2010/09/01/come-on-come-all-ib-is-back-in-business/</link>
		<comments>http://www.industrybroadcast.com/2010/09/01/come-on-come-all-ib-is-back-in-business/#comments</comments>
		<pubDate>Thu, 02 Sep 2010 07:50:37 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Audio Articles]]></category>
		<category><![CDATA[audio articles]]></category>
		<category><![CDATA[back]]></category>
		<category><![CDATA[industrybroadcast]]></category>
		<category><![CDATA[new]]></category>
		<category><![CDATA[return]]></category>
		<category><![CDATA[saddle]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=598</guid>
		<description><![CDATA[Very excited to announce that I just finished recording the first audio article in almost a year.  For the next short while I will be re-recording the first 50 or 60 audio articles on this website due to their incredibly poor quality. I can say it feels great to have Audacity open and reading the [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft" style="margin-left: 4px; margin-right: 4px; border: 2px solid black;" title="Back in the Saddle" src="http://www.seochris.com/wp-content/uploads/2008/10/saddle.jpg" alt="" width="172" height="257" />Very excited to announce that I just finished recording the first audio article in almost a year.  For the next short while I will be re-recording the first 50 or 60 audio articles on this website due to their incredibly poor quality.</p>
<p>I can say it feels great to have Audacity open and reading the words of some of the brilliant minds of our industry!  I hope you guys all enjoy the new goodness coming your way!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2010/09/01/come-on-come-all-ib-is-back-in-business/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
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		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Very excited to announce that I just finished recording the first audio article in almost a year.  For the next short while I will be ...</itunes:subtitle>
		<itunes:summary>Very excited to announce that I just finished recording the first audio article in almost a year.  For the next short while I will be re-recording the first 50 or 60 audio articles on this website due to their incredibly poor quality.

I can say it feels great to have Audacity open and reading the words of some of the brilliant minds of our industry!  I hope you guys all enjoy the new goodness coming your way!</itunes:summary>
		<itunes:keywords>Audio Articles</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>IB Fan club now up on Facebook</title>
		<link>http://www.industrybroadcast.com/2009/11/13/ib-fan-club-now-up-on-facebook/</link>
		<comments>http://www.industrybroadcast.com/2009/11/13/ib-fan-club-now-up-on-facebook/#comments</comments>
		<pubDate>Fri, 13 Nov 2009 11:11:08 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Audio Articles]]></category>
		<category><![CDATA[facebook]]></category>
		<category><![CDATA[join]]></category>
		<category><![CDATA[logo]]></category>
		<category><![CDATA[new design]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=590</guid>
		<description><![CDATA[http://www.facebook.com/pages/IndustryBroadcast/174120378919 Come on, come all!  Plus there&#8217;s a sneak peak out our new logo up there which is a sneak peak in itself a fancy new site design that will be going up in the next few days!]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><a target="_blank" href="http://www.facebook.com/pages/IndustryBroadcast/174120378919" target="_blank">http://www.facebook.com/pages/IndustryBroadcast/174120378919</a></p>
<p style="text-align: center;">
<p style="text-align: left;">Come on, come all!  Plus there&#8217;s a sneak peak out our new logo up there which is a sneak peak in itself a fancy new site design that will be going up in the next few days!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/11/13/ib-fan-club-now-up-on-facebook/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Audio Artcle #158 &#8211; Machinations</title>
		<link>http://www.industrybroadcast.com/2009/11/12/audio-artcle-158-machinations/</link>
		<comments>http://www.industrybroadcast.com/2009/11/12/audio-artcle-158-machinations/#comments</comments>
		<pubDate>Fri, 13 Nov 2009 04:26:41 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[diagrams]]></category>
		<category><![CDATA[feedback loops]]></category>
		<category><![CDATA[joris dormans]]></category>
		<category><![CDATA[jorisdormans.nl]]></category>
		<category><![CDATA[machinations]]></category>
		<category><![CDATA[petri-nets]]></category>
		<category><![CDATA[state machines]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=586</guid>
		<description><![CDATA[In the game of Risk the main resources are easily identifiable: armies, lands and cards are represented by actual playing pieces, positions on the board and playing cards. However, sometimes resources can be more abstract.]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.jorisdormans.nl" target="_blank">Joris Dorman</a>&#8216;s has opened up his mind once again and created yet another incredibly in-depth and lengthy article that will no doubt shed light on many systems in design we take for granted and perhaps understand less than we should.  With this understanding and framework that Joris creates designers can quantify aspects of their design enabling them to hone in on design goals and truly create the experience they are aiming for</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://jorisdormans.nl/article.php?ref=blueprint" target="_blank"></a></span><a target="_blank" href="http://www.jorisdormans.nl/article.php?ref=machinations" target="_blank">Machinations</a><span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<p><span style="color: #999999;"><strong>Appendix</strong>: <a target="_blank" href="http://www.jorisdormans.nl/machinations/" target="_blank">http://www.jorisdormans.nl/machinations/</a> </span></p>
<h2><span style="color: #999999;"> </span></h2>
<h2><span style="color: #999999;">Written by: Joris Dormans</span><span style="color: #999999;">(</span><a target="_blank" href="http://www.jorisdormans.nl " target="_blank"><span style="color: #999999;">www.jorisdormans.nl</span></a><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on November 12th, <strong>2009</strong></span></span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/11/12/audio-artcle-158-machinations/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/586/0/Ib158-JorisDormans-Machinations.mp3" length="17155351" type="audio/mpeg" />
		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Joris Dorman's has opened up his mind once again and created yet another incredibly in-depth and lengthy article that will no doubt shed light on ...</itunes:subtitle>
		<itunes:summary>Joris Dorman's has opened up his mind once again and created yet another incredibly in-depth and lengthy article that will no doubt shed light on many systems in design we take for granted and perhaps understand less than we should.  With this understanding and framework that Joris creates designers can quantify aspects of their design enabling them to hone in on design goals and truly create the experience they are aiming for
Title: "Machinations" - Original Article
Appendix: http://www.jorisdormans.nl/machinations/ 
 
Written by: Joris Dormans(www.jorisdormans.nl) 
Read aloud by: Ryan Wiancko on November 12th, 2009</itunes:summary>
		<itunes:keywords>Game Design</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #157(A+B): Immersion + Witnesses</title>
		<link>http://www.industrybroadcast.com/2009/10/27/audio-article-157ab-immersion-witnesses/</link>
		<comments>http://www.industrybroadcast.com/2009/10/27/audio-article-157ab-immersion-witnesses/#comments</comments>
		<pubDate>Wed, 28 Oct 2009 08:08:55 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[agency]]></category>
		<category><![CDATA[allegory-of-the-game.com]]></category>
		<category><![CDATA[immersion]]></category>
		<category><![CDATA[philippe Ringuette-Angrignon]]></category>
		<category><![CDATA[witnesses]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=583</guid>
		<description><![CDATA[Philippe Ringuette-Angrignon has returned to grace the IB with more insight, today dealing with two related topics.  Firstly being that of immersion, some important do&#8217;s and don&#8217;ts for this all too important goal of game design.  The second topic on the agenda is a theory on increasing the sense of agency in the game through [...]]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.allegory-of-the-game.com/" target="_blank">Philippe Ringuette-Angrignon</a> has returned to grace the IB with more insight, today dealing with two related topics.  Firstly being that of immersion, some important do&#8217;s and don&#8217;ts for this all too important goal of game design.  The second topic on the agenda is a theory on increasing the sense of agency in the game through in-game witnesses.  Postulating that with an audience to witness the players activities, be it real or not, the level of agency will increase leading to a much better gaming experience.</p>
<h2><span style="color: #999999;">Title A: </span><span style="color: #999999;">&#8220;</span><a target="_blank" href="http://www.allegory-of-the-game.com/archives/5" target="_blank">Immersion &#8211; Keeping the shadow puppeteer behind the screen</a><span style="color: #999999;">&#8221; &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Title B: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://www.allegory-of-the-game.com/archives/53" target="_blank">Witnesses &#8211; Giving the player the impression that his actions matter</a></span><span style="color: #999999;">&#8221; &#8211; Original Article</span><span style="color: #999999;"><br />
</span></h2>
<h2><span style="color: #999999;">Written by: Philippe Ringuette-Angrignon </span><span style="color: #999999;">(</span><a target="_blank" href="http://www.allegory-of-the-game.com/" target="_blank">www.allegory-of-the-game.com</a><a target="_blank" href="http://www.dperry.com" target="_blank"></a><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on Oct 28th, 2009</span> </span></h2>
<div id="_mcePaste" style="overflow: hidden; position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px;">FlatRedBall framework for XNA found at www.flatredball.com</div>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/10/27/audio-article-157ab-immersion-witnesses/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/583/0/IB157-Immersion_Witness.mp3" length="6720299" type="audio/mpeg" />
		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Philippe Ringuette-Angrignon has returned to grace the IB with more insight, today dealing with two related topics.  Firstly being that of immersion, some important do's ...</itunes:subtitle>
		<itunes:summary>Philippe Ringuette-Angrignon has returned to grace the IB with more insight, today dealing with two related topics.  Firstly being that of immersion, some important do's and don'ts for this all too important goal of game design.  The second topic on the agenda is a theory on increasing the sense of agency in the game through in-game witnesses.  Postulating that with an audience to witness the players activities, be it real or not, the level of agency will increase leading to a much better gaming experience.
Title A: "Immersion - Keeping the shadow puppeteer behind the screen" - Original Article
Title B: "Witnesses - Giving the player the impression that his actions matter" - Original Article

Written by: Philippe Ringuette-Angrignon (www.allegory-of-the-game.com) 
Read aloud by: Ryan Wiancko on Oct 28th, 2009 
FlatRedBall framework for XNA found at www.flatredball.com</itunes:summary>
		<itunes:keywords>Game Design</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #156: Designing and Integrating Puzzles in Action-Adventure Games</title>
		<link>http://www.industrybroadcast.com/2009/10/16/audio-article-156-designing-and-integrating-puzzles-in-action-adventure-games/</link>
		<comments>http://www.industrybroadcast.com/2009/10/16/audio-article-156-designing-and-integrating-puzzles-in-action-adventure-games/#comments</comments>
		<pubDate>Fri, 16 Oct 2009 12:36:45 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[action-adventure games]]></category>
		<category><![CDATA[adventure games]]></category>
		<category><![CDATA[gamedesignstudio.com]]></category>
		<category><![CDATA[pascal lubin]]></category>
		<category><![CDATA[puzzles]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=581</guid>
		<description><![CDATA[Veteran designer Pascal Luban is back again on Industrybroadcast.com, today we read his thoughts on the puzzle of puzzles,particularly in adventure games.  A topic that is undercovered and vitally important to the quality of experience players have in these games. Title: &#8220;Designing and Integrating Puzzles in Action-Adventure Games&#8220; &#8211; Original Article Written by: Pascal Luban [...]]]></description>
			<content:encoded><![CDATA[<p>Veteran designer <a target="_blank" href="http://www.gamedesignstudio.com" target="_blank">Pascal Luban</a> is back again on Industrybroadcast.com, today we read his thoughts on the puzzle of puzzles,particularly in adventure games.  A topic that is undercovered and vitally important to the quality of experience players have in these games.</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://www.gamasutra.com/view/feature/2917/designing_and_integrating_puzzles_.php" target="_blank">Designing and Integrating Puzzles in Action-Adventure Games</a></span><span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<h1><span style="color: #999999;">Written by: Pascal Luban </span><span style="color: #999999;">(</span><span style="color: #999999;"><a target="_blank" href="http://www.gamedesignstudio.com" target="_blank">www.gamedesignstudio.com</a></span><span style="color: #999999;">) </span></h1>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on October 16th <strong>2009</strong></span></span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/10/16/audio-article-156-designing-and-integrating-puzzles-in-action-adventure-games/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/581/0/IB156-PasalLubin-PuzzlesinAdventureGames.mp3" length="10408969" type="audio/mpeg" />
		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Veteran designer Pascal Luban is back again on Industrybroadcast.com, today we read his thoughts on the puzzle of puzzles,particularly in adventure games.  A topic that ...</itunes:subtitle>
		<itunes:summary>Veteran designer Pascal Luban is back again on Industrybroadcast.com, today we read his thoughts on the puzzle of puzzles,particularly in adventure games.  A topic that is undercovered and vitally important to the quality of experience players have in these games.
Title: "Designing and Integrating Puzzles in Action-Adventure Games" - Original Article
Written by: Pascal Luban (www.gamedesignstudio.com) 
Read aloud by: Ryan Wiancko on October 16th 2009</itunes:summary>
		<itunes:keywords>Game Design</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #155: Controlling Scope</title>
		<link>http://www.industrybroadcast.com/2009/10/14/audio-article-155-controlling-scope/</link>
		<comments>http://www.industrybroadcast.com/2009/10/14/audio-article-155-controlling-scope/#comments</comments>
		<pubDate>Wed, 14 Oct 2009 10:36:36 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[budget]]></category>
		<category><![CDATA[controlling scope]]></category>
		<category><![CDATA[feature creep]]></category>
		<category><![CDATA[joe ludwig]]></category>
		<category><![CDATA[programmerjoe.com]]></category>
		<category><![CDATA[schedule]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=577</guid>
		<description><![CDATA[The number of modes will drive how many times you need to fine tune the UI, camera controls, and character controls. Every UI element in the game needs to consider player mode to decide if that UI element can appear in all modes unmodified or if it needs to be customized for one or more modes. If you are trying to build a game on the cheap, find a design that works with only one player mode. A second mode won’t double your budget, but it will increase it substantially.
]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.programmerjoe.com" target="_blank">Joe Ludwig</a>, aka programmer Joe is back for some insight on a grand scale.  Today we talk about the encompassing concept of scope in your game design and what you need to do to keep it in check.  Because if you don&#8217;t, you can kiss your chances of every releasing something on time and on budget goodbye.</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://programmerjoe.com/2007/02/18/controlling-scope/" target="_blank">Controlling Scope</a></span><span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Written by: Joe Ludwig</span><span style="color: #999999;">(<a target="_blank" href="http://www.programmerjoe.com" target="_blank">programmerjoe.com</a></span><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on Oct 14th, <strong>2009</strong></span></span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/10/14/audio-article-155-controlling-scope/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/577/0/IB155-JoeLudwig-ControllingScope.mp3" length="5967445" type="audio/mpeg" />
		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Joe Ludwig, aka programmer Joe is back for some insight on a grand scale.  Today we talk about the encompassing concept of scope in your ...</itunes:subtitle>
		<itunes:summary>Joe Ludwig, aka programmer Joe is back for some insight on a grand scale.  Today we talk about the encompassing concept of scope in your game design and what you need to do to keep it in check.  Because if you don't, you can kiss your chances of every releasing something on time and on budget goodbye.
Title: "Controlling Scope" - Original Article
Written by: Joe Ludwig(programmerjoe.com) 
Read aloud by: Ryan Wiancko on Oct 14th, 2009</itunes:summary>
		<itunes:keywords>Business, Game Design</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #154: How to Design online Crack</title>
		<link>http://www.industrybroadcast.com/2009/10/13/audio-article-154-how-to-design-online-crack/</link>
		<comments>http://www.industrybroadcast.com/2009/10/13/audio-article-154-how-to-design-online-crack/#comments</comments>
		<pubDate>Tue, 13 Oct 2009 10:52:18 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[danc]]></category>
		<category><![CDATA[daniel cook]]></category>
		<category><![CDATA[design online crack]]></category>
		<category><![CDATA[lost garden]]></category>
		<category><![CDATA[lostgarden.com]]></category>
		<category><![CDATA[online games]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=573</guid>
		<description><![CDATA[Daniel Cook indulges his evil side in today&#8217;s article as he details how game designers, breaking away from the traditional packaged goods model of making disposable games will play a more relevant role in more more of the sales process and how their designs will start reflected the actions of not just good game designers [...]]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.lostgarden.com" target="_blank">Daniel Cook</a> indulges his evil side in today&#8217;s article as he details how game designers, breaking away from the traditional packaged goods model of making disposable games will play a more relevant role in more more of the sales process and how their designs will start reflected the actions of not just good game designers but also good businessmen/women.</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://www.gamasutra.com/view/feature/3611/the_casual_games_manifesto.php" target="_blank"></a></span><a target="_blank" href="http://lostgarden.com/2005/07/how-to-design-online-crack.html" target="_blank">How to design online Crack</a><span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Written by: Daniel Cook</span><span style="color: #999999;">(<a target="_blank" href="http://www.lostgarden.com" target="_self">www.lostgarden.com</a></span><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on Oct 13th, <strong>2009</strong></span></span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/10/13/audio-article-154-how-to-design-online-crack/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/573/0/Ib154-DanielCook-How2DesignOnlineCrack.mp3" length="8217358" type="audio/mpeg" />
		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Daniel Cook indulges his evil side in today's article as he details how game designers, breaking away from the traditional packaged goods model of making ...</itunes:subtitle>
		<itunes:summary>Daniel Cook indulges his evil side in today's article as he details how game designers, breaking away from the traditional packaged goods model of making disposable games will play a more relevant role in more more of the sales process and how their designs will start reflected the actions of not just good game designers but also good businessmen/women.
Title: "How to design online Crack" - Original Article
Written by: Daniel Cook(www.lostgarden.com) 
Read aloud by: Ryan Wiancko on Oct 13th, 2009</itunes:summary>
		<itunes:keywords>Business, Game Design</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Little bit of downtime</title>
		<link>http://www.industrybroadcast.com/2009/10/08/little-bit-of-downtime/</link>
		<comments>http://www.industrybroadcast.com/2009/10/08/little-bit-of-downtime/#comments</comments>
		<pubDate>Thu, 08 Oct 2009 21:11:00 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Audio Articles]]></category>
		<category><![CDATA[downtime]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=571</guid>
		<description><![CDATA[Unfortunately Audio articles will be unavailable for the next 5 hours or so as we had a bit of a meltdown.  So check back soon and we&#8217;ll be up and running Thanks]]></description>
			<content:encoded><![CDATA[<p>Unfortunately Audio articles will be unavailable for the next 5 hours or so as we had a bit of a meltdown.  So check back soon and we&#8217;ll be up and running</p>
<p>Thanks</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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